Crystal boots from a user-supplied ROM, imports a full cache and is playable: copyright, the Crystal intro movie, the animated title, gender select, Oak, and out into Johto. 122 of the cart's 169 script specials are implemented. Import and data - tools/make_crystal_manifest.py derives the manifest by importing make_gold_manifest as a library, with three additive keyword seams. Gold and Silver still regenerate byte-identical, which is the standing requirement for touching that generator. - crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta: Crystal renames the credits mons, splits the trainer card, Pokegear and pack-pal blocks by gender, and replaces the intro and title outright. - Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the badge block sits one higher) and unownCharmap (the main charmap parser stops at the first newcharmap so the two cannot contaminate each other). Extractor - RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK 0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole, seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim steps with per-row degrade, and the column-major trainer card portraits. - New: animated front sprites (frames, bitmasks, play and idle scripts), the Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal intro and title via src/import/CrystalMovie.lua. Engine - GameVersion gains engine(id) and fixes(id). Gold and Silver keep their original bugs where the bug is not hardware dependent; Crystal gets the fixes Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the Reflect and Light Screen defence overflow. - Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower including the wInBattleTowerBattle badge-boost guard. - Kris and the gender flag, animated fronts in battle and the summary screen, and mon caught data. Verification - Every extracted asset is pixel-compared against pret's own source PNGs. - Gold caches are byte-identical before and after, file for file. - New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
Save Editor
Ships inside every build. Two ways in:
From the launcher. Every SAVE SLOT row that holds a save carries an
Edit label next to Delete. Edit suspends the launcher and opens that
slot's file; Close hands the process back with the slot list re-read.
This is the path most people use, and it is wired in main.lua
(openEditor / closeEditor).
Standalone, where Close quits instead:
# from repo root, game closed
love . --editor
# or
POKEPORT_EDITOR=1 love .
# open a specific save (any path)
love . --editor --save "/path/to/save.lua"
By default it loads the game's active save slot under the LÖVE save directory (same identity as the game, deliberately: the editor edits the game's saves and reads the game's ROM cache):
- macOS:
~/Library/Application Support/LOVE/pokemon-love2d/ - Linux:
~/.local/share/love/pokemon-love2d/ - Windows:
%APPDATA%\love\pokemon-love2d\
If the file isn't there (or you want another copy), use Open..., drop a
save.lua onto the window, or pass --save. Each write makes
save.lua.bak-YYYYMMDD-HHMMSS first.
Layout
| file | role |
|---|---|
Theme.lua |
the launcher's palette + drawing primitives (cards, glow, dashed outlines, letterspaced captions) |
Kit.lua |
immediate-mode widgets built on Theme: buttons, rows, meters, chips, checkboxes, a real text field, pagers |
PadInput.lua |
virtual cursor for Switch / gamepads (stick move, A click, B close, shoulders cycle tabs) |
Ops.lua |
every mutation, behind one funnel that sets dirty + status together |
App.lua |
chrome (version rail, title bar, tab rail, status bar) and the panel router |
panels/ |
one file per tab; pure layout that dispatches into Ops |
panels/SpeciesPicker.lua is the one exception to "one file per tab": it is
the modal species search the inspector opens, drawn by App.draw after the
panel rather than routed through the tab table. Kit has no z-order, so while
it is up Kit.blockClicks shields every widget underneath it.
Switch / gamepad
On Nintendo Switch (and any gamepad without a mouse), the editor uses the same
virtual-cursor idea as the launcher: left stick / D-pad moves a pointer, A
clicks, B closes (with the usual unsaved confirm), L/R cycle tabs, and the
right stick scrolls lists. Touch taps forward as clicks. Without that path the
editor soft-locked until HOME — main.lua used to drop all pad/touch events
while editorMode was set.
The design reference is the SaveEditor.dc.html mockup that this port
transcribes; its measurements are in the same pixel space App.lua draws in.
Two rules the code enforces and the tests assert:
Ops.mark(S, msg)is the only thing that setsS.dirty, and it always writes the status line at the same time. Refusals go throughOps.say, which speaks without dirtying. No branch may silently no-op.- Destructive verbs go through
Ops.arm(S, id, msg): the first call arms and returns false, a second withinOps.ARM_SECONDScommits.Ops.armLabelrelabels the button toConfirm?in between.
Headless tests
Run from repo root (luajit, or the same interpreter as
tests/run_tests.lua). All four run in CI as their own tiers in
scripts/test.sh:
luajit tests/run_save_editor_tests.lua # SaveIO, App load/save/close, party + inspector, all-tab draw smoke
luajit tests/save_editor_task6_tests.lua # Boxes + Items rules
luajit tests/save_editor_task7_tests.lua # Events + Dex rules
luajit tests/save_editor_task8_tests.lua # map browser + spawn points
luajit tests/save_editor_mod_tests.lua # modded species/items stay editable
luajit tests/save_editor_pad_input_test.lua # pad cursor / NX input routing
They drive Ops.lua rather than clicking pixel coordinates. The panels are
layout over Ops, so a redesign moves every coordinate but none of the
rules; asserting against Ops is what keeps the suites meaningful across one.